feat: mirror scroll forced on in DR modes, fix settings code bit for it

This commit is contained in:
aerinon
2025-01-07 15:56:33 -07:00
parent c3f6317e84
commit ed5627d5bc
3 changed files with 8 additions and 6 deletions

View File

@@ -3123,12 +3123,12 @@ take_any_mode = {'none': 0, 'random': 1, 'fixed': 2}
bow_mode = {'progressive': 0, 'silvers': 1, 'retro': 2, 'retro_silvers': 3} bow_mode = {'progressive': 0, 'silvers': 1, 'retro': 2, 'retro_silvers': 3}
# additions # additions
# byte 12: POOT TKKK (mirrorscroll, pseudoboots, overworld_map, trap_door_mode, key_logic_algo) # byte 12: POOT TKKK (pseudoboots, overworld_map, trap_door_mode, key_logic_algo)
overworld_map_mode = {'default': 0, 'compass': 1, 'map': 2} overworld_map_mode = {'default': 0, 'compass': 1, 'map': 2}
trap_door_mode = {'vanilla': 0, 'optional': 1, 'boss': 2, 'oneway': 3} trap_door_mode = {'vanilla': 0, 'optional': 1, 'boss': 2, 'oneway': 3}
key_logic_algo = {'dangerous': 0, 'partial': 1, 'strict': 2} key_logic_algo = {'dangerous': 0, 'partial': 1, 'strict': 2}
# byte 13: SSDD ???? (skullwoods, linked_drops, 4 free bytes) # byte 13: SSDD M??? (skullwoods, linked_drops, mirrorscroll, ??? = 3 free bytes)
skullwoods_mode = {'original': 0, 'restricted': 1, 'loose': 2, 'followlinked': 3} skullwoods_mode = {'original': 0, 'restricted': 1, 'loose': 2, 'followlinked': 3}
linked_drops_mode = {'unset': 0, 'linked': 1, 'independent': 2} linked_drops_mode = {'unset': 0, 'linked': 1, 'independent': 2}
@@ -3179,10 +3179,11 @@ class Settings(object):
(flute_mode[w.flute_mode[p]] << 7 | bow_mode[w.bow_mode[p]] << 4 (flute_mode[w.flute_mode[p]] << 7 | bow_mode[w.bow_mode[p]] << 4
| take_any_mode[w.take_any[p]] << 2 | keyshuffle_mode[w.keyshuffle[p]]), | take_any_mode[w.take_any[p]] << 2 | keyshuffle_mode[w.keyshuffle[p]]),
((0xF0 if w.mirrorscroll[p] else 0) | (0x80 if w.pseudoboots[p] else 0) | overworld_map_mode[w.overworld_map[p]] << 5 ((0x80 if w.pseudoboots[p] else 0) | overworld_map_mode[w.overworld_map[p]] << 5
| trap_door_mode[w.trap_door_mode[p]] << 3 | key_logic_algo[w.key_logic_algorithm[p]]), | trap_door_mode[w.trap_door_mode[p]] << 3 | key_logic_algo[w.key_logic_algorithm[p]]),
(skullwoods_mode[w.skullwoods[p]] << 6 | linked_drops_mode[w.linked_drops[p]] << 4), (skullwoods_mode[w.skullwoods[p]] << 6 | linked_drops_mode[w.linked_drops[p]] << 4
| (0x8 if w.mirrorscroll[p] else 0)),
]) ])
return base64.b64encode(code, "+-".encode()).decode() return base64.b64encode(code, "+-".encode()).decode()
@@ -3252,7 +3253,6 @@ class Settings(object):
args.take_any[p] = r(take_any_mode)[(settings[11] & 0xC) >> 2] args.take_any[p] = r(take_any_mode)[(settings[11] & 0xC) >> 2]
args.keyshuffle[p] = r(keyshuffle_mode)[settings[11] & 0x3] args.keyshuffle[p] = r(keyshuffle_mode)[settings[11] & 0x3]
if len(settings) > 12: if len(settings) > 12:
args.mirrorscroll[p] = True if settings[12] & 0xF0 else False
args.pseudoboots[p] = True if settings[12] & 0x80 else False args.pseudoboots[p] = True if settings[12] & 0x80 else False
args.overworld_map[p] = r(overworld_map_mode)[(settings[12] & 0x60) >> 5] args.overworld_map[p] = r(overworld_map_mode)[(settings[12] & 0x60) >> 5]
args.trap_door_mode[p] = r(trap_door_mode)[(settings[12] & 0x18) >> 3] args.trap_door_mode[p] = r(trap_door_mode)[(settings[12] & 0x18) >> 3]
@@ -3260,6 +3260,7 @@ class Settings(object):
if len(settings) > 13: if len(settings) > 13:
args.skullwoods[p] = r(skullwoods_mode)[(settings[13] & 0xc0) >> 6] args.skullwoods[p] = r(skullwoods_mode)[(settings[13] & 0xc0) >> 6]
args.linked_drops[p] = r(linked_drops_mode)[(settings[13] & 0x30) >> 4] args.linked_drops[p] = r(linked_drops_mode)[(settings[13] & 0x30) >> 4]
args.mirrorscroll[p] = True if settings[13] & 0x8 else False
class KeyRuleType(FastEnum): class KeyRuleType(FastEnum):

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@@ -1,4 +1,5 @@
# Patch Notes # Patch Notes
* 1.4.8 * 1.4.8
- New option: Mirror Scroll - to add the item to the starting inventory in non-doors modes
- Fixed a key logic bug with decoupled doors when a big key door leads to a small key door (the small key door was missing appropriate logic) - Fixed a key logic bug with decoupled doors when a big key door leads to a small key door (the small key door was missing appropriate logic)

2
Rom.py
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@@ -546,7 +546,7 @@ def patch_rom(world, rom, player, team, is_mystery=False):
# setup dr option flags based on experimental, etc. # setup dr option flags based on experimental, etc.
dr_flags = DROptions.NoOptions dr_flags = DROptions.NoOptions
if world.mirrorscroll[player]: if world.mirrorscroll[player] or world.doorShuffle[player] != 'vanilla':
dr_flags |= DROptions.Town_Portal dr_flags |= DROptions.Town_Portal
if world.doorShuffle[player] == 'vanilla': if world.doorShuffle[player] == 'vanilla':
dr_flags |= DROptions.Eternal_Mini_Bosses dr_flags |= DROptions.Eternal_Mini_Bosses